In order to determine the weather, roll 2d6 on the Weather Type Table. Then roll 1d8 on the appropriate weather type table to find the current level of the weather.

Whenever "Weather" is rolled on the Kickoff Table, use this system:
If the weather is Nice, roll 1d6. On a 1-2 there is a change in the weather. Roll a weather type and 1d4+2 for the level of the weather.
For all other types of weather, roll 1d6. On a 1-3 the weather gets better, on a 4-6 it gets worse. Decrease or increase the level by 1d3.

-2 MA for all players. -1 on ball-handling. As Heavy Snow pitch condition.

11

Snow Storm

As above, but -2 on all ball-handling. +d6 to Icy pitch condition, -6 to Wet pitch condition, -10 to Dry pitch condition.

12

Blizzard

As Snow Storm. Roll d6;
1-3 = no further effects 4-5 = each player must roll d6 before every kick-off with a 1 meaning they are too cold to play and will miss this drive 6 = as 4-5, snow is now so deep that each player must make a ST roll in order to move into any square.

FOG TABLE

Effect

1-2

Clear

Weather is Nice

3-5

Haze

No effect

6-8

Mist

Difficult to see from one end of the field to the other. -1 on all passes, catches and interceptions

9

Deep Mist

As Mist but -2

10

Fog

As Deep Mist. All players have -1 MA

11

Heavy Fog

It is difficult to see more than a few yards, -3 on all passes, catches and interceptions, and -2 on all movement

12

Pea Soup

As heavy fog. Roll d6;
1-5 = no further effects
6 = fog is so thick that any time a player moves, the square they enter will be determined by a d8 (re-roll should a player enter an occupied square). Dodges are not necessary under these conditions. Players may not pass the ball. If both coaches agree, the game may be abandoned as a draw.

As Rainstorm. At the end of each of the kicking team's turn, roll a d6;
1-4 = no effect 5-6 = one randomly selected player on the field is hit by lightning as per the spell lightning blast

WIND TABLE

Effect

1-2

Still

Weather is Nice

3-5

Breeze

No effect

6-8

Windy

-1 on all passes

9

Very Windy

-2 on all passes

10

Strong Winds

-2 on passes, -1 on catches and interceptions

11

Gale Force Wind

-3 on passes, -2 on catches and interceptions

12

Hurricane

As Gale Force Winds. Roll d6;
1-5 = nothing happens 6 = roll a d6 for each player and coaching staff, a 1 results in them being blown over, roll for injury. Each coach rolls another d6 and deducts that amount permanently from their fan factor. The game may continue as normal with Gale Force Wind. Hurricane results may not occur again during this game.

The blinding sunshine makes it difficult to see the ball in flight. -1 on passes, catches and interceptions. +d3 to Dry pitch condition, - d3 to Wet pitch condition. -3 to Icy pitch condition.

10

Hot and Sunny

-1 on passes, catches and interceptions, and -1 on MA. As Very Sunny for pitch condition.

11

Very Hot

-1 on passes, catches and interceptions, -2 on MA, and -1 on AV because the players can't stand wearing the heavy equipment. Before each kick-off (after the first in the game) roll d6 for each player. On a 1 the player is too exhausted to play and must miss the next drive trying to find a shadow and cool off. +d6 to Dry pitch condition. -10 to Icy and Wet pitch conditions.

12

Sweltering Heat

-2 on passes, catches and interceptions, and -3 on MA and AV. Each player must roll for exhaustion each turn. The referee might stop the match. Directly after the exhaustion rolls, roll 2d6+1 for each player that has collapsed since the last kick-off. On a 10+ the ref blows the whistle for the last time in this game. Match ends with the current score. As Very Hot for pitch condition.

Note pitch condition outcomes are not cumulative, they highest total is added to the relevant pitch condition table.

These rules have been unashamedly borrowed from Benny Moeller
Revised and updated by MadLordAnarchy